#(No offense to you history buffs and such)
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Do you ever just wanna draw Horrordust because you're on a horrordust kick but you have to do schoolwork even though you're staying home because the weather is being weird?
That's me right now.
I've been ruined by the ship (/j)
#billygoat talks#horrordust#school sucks#I only have math and history stuff to do#but those are my least favorite classes#why do they exist#who came up with math#I wanna go back in time and commit stabby stab on that person#The person who decided we should learn history that isn't even remotely relevant to us too#None of us need to learn about the mongolians or the silk road#I don't care about what happened in ancient china#(No offense to you history buffs and such)#Is this stuff in the hashtags technically me venting?#I'll just count it as such
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Grailfinders Viewers' Choice #30 A: Maxwell's Demon
great news everyone! life stopped kicking my ass quite as hard, so we’re back and better than ever! or at least, more employed than ever. still, that means Grailfinders is back on the menu, and to celebrate we’re solving that little tie we left off with by making both of them!
first off, we have the impossible servant, Maxwell’s Demon, a nigh-immortal impossible thought experiment that can produce infinite energy. the nigh-immortal part is actually pretty easy, that’s a regular tuesday for most wizards. the hard part is going against WotC’s entire design ethos to make a character that can’t use any of his own magic.
obviously making a character that can’t help himself in D&D is impossible, but we picked spells so you can at least have plausible deniability. outside of the immortality stuff, all your spells can’t deal direct damage and/or can be used to empower your party members. that means the most powerful buffs like Tenser’s Transformation are off the table since they only work on the caster, but we've still got plenty to work with.
anyways, Maxwell’s Demon is a Transmutation Wizard to buff the party with near-infinite magical power, and a Clockwork Soul Sorcerer to reflect that he’s more part of a thought experiment than an actual person.
check out his build breakdown below the cut, or his character sheet here!
(also idk where else to put this, but we’re not using the new ruleset for builds atm. maybe after more options come out?)
Species and Background
Maxwell’s background is a bit weird, but you got your life’s goal from your “father” for better or worse, so we’re torturing the Inheritor background to fit for proficiency in Survival and Arcana.
unfortunately, demons still aren’t a playable species in D&D, but while Tieflings are technically the closest thing, I’m instead going to make Maxwell’s Demon a Fire Genasi. y’know, on account of the thermodynamics. as such, he gets +2 Constitution and +1 Intelligence, as well as some Darkvision to clown on humans with their dumb human eyes, Fire Resistance so you don’t die in the process of spiting the second law, and your only offensive capabilities for quite some time, Reach into the Blaze. if Max can control thermodynamics he should be able to set fire to just about anything, but I’m not going to argue this point too much. we’re using the rules from the Elemental Evil Player’s Companion here, so that means you get Produce Flame for free, as well as Burning Hands once a day at third level, both of which use your Constitution. normally this is a bit awkward for casters, but today…
Ability Scores
we’re still using the standard array- you can roll if you want to, just keep that intelligence and charisma above 13. that being said, your highest score is actually Constitution. since all your spells are for your allies, we really don’t have to care about being “good” at “casting” them in this build, which is surprisingly freeing. we do still need Charisma and Intelligence next, in that order, for multiclassing. infinite energy is inherently charismatic, a lot of people want it. after that, Dexterity. I know Maxwell’s immortality comes from people not being able to hit him, but we have magic for that. that means your Strength is pretty low, but we’re dumping Wisdom. as of the time of writing, the second law of thermodynamics still stands strong, so Maxwell’s Demon is an impossibility. so him existing probably screws around with common sense a bit. maybe that’s why GudaGuda’s like that…
Class Levels
1. Wizard 1: starting off strong, Maxwell is a Wizard, which gets him proficiency with Intelligence and Wisdom saves, as well as History and Insight. he is literally a part of history as all servants are, but he’s also literally someone’s insight. kind of.
but that’s not all! wizards also get Spells! god, do they get spells. six spells now, plus two more every time you level up, plus whatever other spells you toss into your spellbook from other wizards! you can only prepare spells based on your Intelligence, so you can’t use every spell everywhere all at once, but you can swap your prepped spells every day. you also get Arcane Recovery, letting you regain some spell slots on a short rest instead of the usual long one.
and we are going over every spell in the build this time, since making sure you can’t actually fight things is pretty important. that means the wordcount for this build is gonna be huuuge. starting off, you get cantrips like Prestidigitation to use your infinite power in itty-bitty ways, as well as Message to charge a cellphone and call people, and Mending. the discovery of infinite power will be like a second industrial revolution, and that’s all the justification I need to give you some building spells. also because wizard has entirely too many spells for me to just do buffs.
for your spells, Distort Value can make any item look worth more or less money for a short while- perpetual motion machines look cool, but they’re actually bullshit. still, that’s the buyer’s problem. you also get the standard suite of low-level buffs, Feather Fall, Jump, Longstrider, and Mage Armor, which I obviously expect you to only use on others as per the build’s guidelines. also, you can Detect Magic like basically every servant can, somehow.
2. Wizard 2: second level wizards can learn from the school of Transmutation, making them Transmutation Savants. that means adding transmutation spells into your book from sources other than your level-ups are cheaper and faster. yet again, why they incentivize every wizard to not grab the spells they specialize in, I’ll never know.
but at least you also get Minor Alchemy, letting you turn nonmagical wood, stone, iron, copper, or silver into another material from that list. it takes a while to turn anything, and it only lasts an hour, but it’s not like this was a major part of the build anyway. it’s just a stepping stone on the way to bigger and better things!
speaking of, you can now cast the only debuffs I grabbed this build, purely bc most 1st level spells are focused on things like “actually being able to fight” and nonsense like that. Color Spray lets you power on a tv to blind people who were sitting too close, and Charm Person tricks people into thinking they can defy the second law of thermodynamics, so they’ll be friendly to you for a bit. but of course, eventually reality sets in and they’ll know they’ve been had.
3. Wizard 3: third level wizards get second level spells. Enhance Ability gives someone advantage on one kind of skill check for a minute, and Enlarge/Reduce can make one person smaller, or more importantly bigger. you might not be able to turn the main villain into a giant goo monster yet, but you can turn them into a giant. that’s 1/3 of the way there. progress, baby!
4. Wizard 4: at fourth level you get your first Ability Score Improvement, and the Resilient feat will both round out your Constitution score and give you proficiency with Constitution Saves, so you’re less likely to drop support spells you set up! spells like, say, Light, or more likely Magic Weapon or Darkvision. the former gives a flat bonus to the damage and accuracy of a weapon for an hour, while the latter gives a creature darkvision for up to eight hours, a spell usually so useless I literally didn’t know it existed until today.
5. Wizard 5: third level spell time! Haste is a classic, doubling your target’s movement speed, giving them an extra action each turn (with some caveats tbf), adding to their AC and giving advantage on dexterity saves, all for the low low cost of making them waste a turn when the spell ends. we don’t really have a way to deal with that, but you can also use Catnap to speed up a short rest, turning an hour-long snoozefest into a pulse-pounding ten minutes.
6. Wizard 6: sixth level trans wizards can create the Transmuter’s Stone over the course of eight hours. upon creation you can make its wielder gain Darkvision, proficiency in Constitution Saves, extra movement, or resistance to one kind of elemental damage. and of course, this can then be given to another party member, though while it’s on your person you can cast a transmutation spell to swap the bonus.
you also get more spells like Fly! again, not allowed to use this on yourself, but flight is super useful. you can also Dispel Magic, which usually does a lot more, but today it’s just to make your party members make their saves on long-lasting spells.
7. Wizard 7: seventh level wizards get fourth level spells like Polymorph! boom, giant goo monsters are now on the table. and the floor, and everywhere, that’s kind of how giant goo monsters work. you can also cast Blink… on yourself! The scandal! it just means that every time you end your turn, there’s a fifty percent chance you cease to exist as far as most enemies are concerned. it doesn’t even use concentration, so you can buff and disappear at the same time!
8. Sorcerer 1: bouncing over to sorcerer now for another list of Spells. you don’t need to prep these, but they use your Charisma instead of intelligence. also, since you’re a Clockwork Soul, you get Clockwork Magic for even more free spells! though now that you’re multiclassing, you’ll have to check the player’s handbook to see how many spell slots you’ve got each level.
as a start, you get plenty of cantrips like Blade Ward for even more survivability, and then True Strike, Mold Earth, and Shape Water, the lacroix of magic. if you focus, it’s almost like a cantrip. as for actual magic, Silvery Barbs technically makes an enemy worse, but you can argue it just makes your ally better twice, and that’s a good deal. you can also Absorb Elements now, which can technically deal damage but again it’s here for survivability.
also, your clockwork magic gets you Alarm and Protection from Evil and Good for free to protect your party from evil and good. and also neutral, with alarms.
you can also Restore Balance as a reaction, which is the exact opposite of what Maxwell’s Demon does, but if he can do it, he can probably undo it. basically, you make your party’s rolls that would be at disadvantage be at regular amounts of vantage. you can also counter the advantage of an enemy, but that breaks rule 1 of Demoning, so don’t do that! wink.
anyways, you can do that proficiency times a short rest.
9. Sorcerer 2: a second level sorcerer is a Font of Magic, so you can now spend Sorcery Points to recharge spell slots as a bonus action, or turn spell slots into points. you only have enough points to recharge one 1st level slot and the points do nothing else, so it’s not super interesting just yet.
you can also… Disguise Self? I guess? every servant in the world can sense magic but the infinite power glitch was hidden until the final boss fight, so you had to have some way of hiding yourself.
10. Sorcerer 3: third level sorcerers get Metamagic, a way to make sorcery points fun! now you can spend them to add extra effects to your spells, and thanks to the way they’re worded, they work on wizard spells too! most of them only care about fightin’ spells, but the ones we want are still super useful- Twinned and Extended Spells- these double the number of targets (from 1 to 2) or the duration of the spell, respectively. we’re not grabbing any warlock slots, so it’s important that we use our finite power well enough to make it look like infinite power.
speaking of, you can now cast Invisibility which does exactly what you’d think, as well as Aid to give allies extra HP, or Lesser Restoration to remove minor status effects from them. and only them. don’t even think about using it on yourself.
11. Sorcerer 4: use this ASI to bump up your Dexterity for some extra AC. that’s also why we’re grabbing the Gust Barrier cantrip, to make ranged attacks have disadvantage to hit you. and… I guess Levitate? I mean, it’s not as good as fly, but it still gets people out of harm’s way. and it’s cheaper!
12. Sorcerer 5: fifth level sorcerers get Magical Guidance, letting them spend sorcery points to reroll skill checks. don’t use this for that though, your points will be at a premium the whole time. and with third level spells you can get… Water Breathing? I guess? Sorcerer really isn’t nearly as chockablock with support spells as wizard, and it’s starting to show. still, you get another way to cast Dispel Magic, freeing it from preparation purgatory, and Protection from Energy.
13. Sorcerer 6: sixth level clockwork souls have the whole reason we dipped into sorcerer, the Bastion of Law. congrats, you now have infinite protection to match your infinite power! and by infinite, I mean you can protect yourself for 5d8 damage at most, if you spend almost all your sorcery points in one go.
also you get Water Walk! I mean Jesus could do it, and you’re kind of a walking holy grail, right?
14. Wizard 8: finally back in wizard, and now we can get another ASI for even more Dexterity. if that’s not enough added toughness, you can use Stoneskin to give yourself or an ally resistance to all physical damage, or give them Greater Invisibility to stay unseen even while attacking.
15. Wizard 9: ninth level wizards get fifth level spells. Fabricate makes you a one-man industrial revolution, turning raw materials into finished goods pretty dang fast. on the support front, Skill Empowerment lets you turn one ally’s proficiency into expertise for up to an hour. I don’t know why that’s worth a 5th level spell slot, but it’s support!
16. Wizard 10: tenth level trans wizards are Shapechangers, so now once per short rest you can cast polymorph on yourself for free, as long as you pick a beast of CR 1 or less. again, not really your deal, but it’s technically extra HP?
more on brand, you get Dancing Lights, your last cantrip. it’s like Like, but dancing! you can also give your allies Rary’s Telepathic Bond, or let them speak in Tongues. it’s not turning into a giant goo monster, but it’s still neat. it’s less neat when you realize you’re spending more magic and it doesn’t even eclipse a 4th level spell, but still.
17. Wizard 11: we’ve got sixth level spells, and that means we have actual support spells again! Fizban’s Platinum Shield gives an ally half cover (aka +2 to AC and dex saves), resistance to all elemental damage, and evasion. or you can give an ally True Seeing, to peek past any illusions, shapechangers, or the like. both really good support spells to have in your back pocket.
18. Wizard 12: use your last ASI of the build to become Tough. that’s an extra 36 HP now, and +2 more every time you level up from here on out. your HP’s already pretty nice, but it’s not “functionally immortal” nice.
of course, first your enemies have to get past your Guards and Wards that you set up in your home base, and if worse comes to worse you can always Remove Curses. there’s not really a post-curse save people can make, but that just makes you empowering them to break through it even more special.
19. Wizard 13: thirteenth level wizards get seventh level spells, and tbh we don’t care about any of ‘em. we wouldn’t be able to use sorcery points with them anyway, so who cares. instead, we’re getting Creation to make raw materials out of nothing (infinite energy equals infinite mass, thanks Einstein!) , and we’re also getting Nystul’s Magic Aura for another way to hide your infinite power away from the protagonists until the big reveal.
20. Wizard 14: with our final level of trans wizardry, we become a Master Transmuter, letting you destroy your transmuter’s stone for big bursts of supportive power. they kind of.. forgot. that you can give this to another player by this point, but that’s no biggy. with this, you can use Major Transformation to turn a non-magical object into another, similar, less expensive one, a Panacea to cure all curses, diseases, and poisons affecting one creature, as well as restoring all their HP, Restore Life to a creature without spending a spell slot, and presumably taking the place of the diamonds? idk, or you can Restore Youth to a creature, which doesn’t actually affect its lifespan. not all of them are winners, but for a class that doesn’t usually get healing spells Panacea is a game changer.
also we finally broke down and got you a damaging spell. Dragon’s Breath is technically okay because you can foist it onto another creature so they’re dealing the damage instead! and I guess we’ll pick up one seventh level spell with Etherealness to practically make you invincible for up to 8 hours. you can’t do much while in the ethereal plane, but at least it won’t interrupt your buffs.
Pros and Cons
Pros:
you walk away from this build with 16 AC and over 200 HP, which is just a silly amount of hp for a wizard. you’re tougher than some of the frontline fighters we’ve built over the years, and that’s before you get into the emergency I Am Impossible To Hit spells you’ve got on hand.
you’ve also got even more magic than most pure wizards do with access to sorcery points and quickened short rests to recharge your arcane recovery. it’s not quite a sorlock, but it’s nothing to sneeze at either.
Cons:
it turns out deliberately ignoring the main conceit of the game you’re playing sucks. supportive spells are nice to have, but you’re generally supposed to have other stuff to do between casts. and a decent chunk of the spells we grabbed aren’t even good, they’re just there to keep you from getting offensive spells! it was a fun challenge to try and build it this way but like, please don’t actually play this build. you’ll feel bad bc you have nothing to do on your turns after you cast whatever you’re concentrating on, your party’ll feel bad because they’re expecting you to bring fireballs and stuff to fights, it won’t be a good time.
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Where do you think Kar’niss got his sword? It’s a very nice sword. Not just some off the rack gear. And named as well—-
*drags palms over face* This effin’ SWOOOORD! It has haunted my nightmares since Kar’niss’ corpse first dumped it into my Tav’s lap. I’ve dug and dug and dug and I’m left with more questions than answers. Knowing my luck there is some obscure text or throwaway dialogue somewhere I’ve missed that might lend me a better clue. Damn you Baldur’s Gate 3, you’re too bloody big.
So, I began to write out this big blob of text going into the history of drow weaponry, hues of metals, in-game model comparisons, the stats on the damn thing, and so forth. I was out here looking like this guy for two hours.
Truth is, it’s really difficult to pinpoint the source of Kar’niss’ weapon. Not because there aren’t clues, but because Larian reuses longsword models so much that looking at the weapon alone isn’t solid enough. I almost came to the conclusion that it was an original drowcraft sword pre-1370’s DR until I discovered another sword model that was identical and not tied to drow at all. That and if it was truly a drowcraft weapon forged via faerzress methods then Larian would’ve changed the rules on how they worked. Which makes sense. It’s a fun bit of lore, but it would be a pain in the ass for a game mechanic. Who wants their badass weapons destroyed or losing all magical abilities when you leave the Underdark?
“ME ME ME,” said no one.
The only thing I can say for certain is that it is a drow forged weapon because it carries a buff that only activates if a drow elf is wielding it. It also seems to be perfect for a drider since it also has ensnaring strands, an attack that does 1d10 slashing damage and possibly enwebs the target. This works in conjunction with the added 1d4 poison damage to restrained targets. The swords description may hold the best clue of its origin:
“The trauma of becoming a drider is quickly set aside with a cold arachnid dispassion. This sword follows that disturbing trend - a replenishing poison gland is built within, deployed only against trapped opponents.”
This description and the name, Cruel Sting, lead me to believe the weapon...was a gift.
Imagine Kar’niss fresh from his transformation. He’s dazed, in pain, lost and alone. He’s been exiled from the only home he’s ever known and has lost favor with the Goddess he’s worshiped from birth. His future is uncertain and how long he has left to live is even less so. His mind is shattered, the incoherent thoughts his only remaining company. He hears frantic footsteps approaching from behind him and his already broken heart shrivels more. His kin have come to finish the job, to put him down, so enraged by the offense he caused Lolth. Weak and struggling to keep himself upright he turns to make a last stand, to show strength in his final moments, to die with some level of honor.
His resolve melts into confusion when he sees who is sprinting toward him. The individual would be unknown to us, but well known to him. A childhood friend? A lover? A confidant? Or perhaps someone he fought alongside faithfully for many years. Regardless of whom has arrived a strong bond is present between them. They approach and peer at what Kar’niss has become. Their face twists, a brief flash of sorrow betraying their features. Yet they cannot let it remain, nor are they able to stay with him for too long. Instead, they unsheathe a sword they brought with them, hurriedly holding it up to Kar’niss. Naturally he flinches at first, expecting the blade to pierce his flesh. The strike never comes, rather the new comer pushes it toward him with urgency, expecting him to take it.
Hesitantly Kar’niss complies, taking the hilt in hand and admiring the beautiful drow craftsmanship. He frowns, his eyes lingering on the one who brought it to him, too stunned to speak.
“It will protect you, Kar’niss,” they said in a hushed tone. “...Goodbye, and good luck.”
Kar’niss could do no more than stand there as their former companion darted off quick as a shot, not willing to run further risk of being seen with the newly transformed abomination. He clutched the sword close to him, the last connection he had to the life he lived before. It would forever act as a reminder of everything he has lost, the cruelest sting of them all.
#baldur's gate 3#kar'niss#drider#bg3#karniss#baldurs gate 3#answered#my writing#drow#lore#cruel sting#kar'niss lore#I am not sure how accurate that theory would be#but I think it suits the theme of Kar'niss' life#pure unfiltered tragedy#thanks for the ask!
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To Seize and Hold - Act II
Distracting myself from election scrolling.
+++++
Jacob Martin Rider is modeled after a very particular type of guy, a type of guy who is intimately familiar to grand strategy gamers, central European history buffs, and anyone else who knows what a ‘Hussar’ is. That type of guy is the cavalry dandy.
The cavalry dandy is a grizzled, battle-tested, hard-drinking killer, a 17th century Rambo who charges into the nearest fight before he even knows who’s at war. The cavalry dandy is also a vainglorious fop obsessed with preening and fancy clothes. He is a perfect example of how changing and nebulous something like ‘masculinity’ is: the military is supposed to be the domain of masculine manly men, hard-eyed killers fighting other hard-eyed killers, but it is also a place of elaborate ritual, fancy uniforms with braids and sashes, dance-like ceremonies of precision movements, even those big dumb Air Force swords. Martial culture is the epitome of homiesexual. Or, to put it in Jacob’s words:
“If you want success on the battlefield, you need a fag. Alexander the Great? Huge fag. Frederick the Great? Huge fag. Napoleon? He’s French, so it’s complicated.”
But seriously, who the hell is this Jacob Martin Rider guy? Here’s what has been pieced together from a combination of primary sources, interviews, and good old-fashioned rumor, as will be revealed throughout the story:
Back in the day, JMR was a self-defense instructor who worked with queer groups, training people in martial arts and shooting. By 205X, when the remnants of America were bogged down in multiple wars with massive fronts, Jacob gathered his former students and lovers together into a small army and offered his services to the New US Army. He was hastily given the rank of Major by general Tony Poolsupplies and stationed in the northern Michigan front of the Quebec War.
Tony had little faith or trust in Jacob, however, calling him a “dollar-store Napoleon,” and he plunked Jacob down at a quiet outpost along Michigan’s coastline and refused to give him any orders. Jacob, meanwhile, privately referred to Tony as a “McClellan-ass bitch” and accused him of deliberately prolonging the war to get kickbacks from arms manufacturers.
Despite being roadblocked by his superiors, Jacob worked tirelessly on scouting, surveying, and reconnaissance, and noticed what appeared to be a contingent of the Imperial Quebecois Army preparing to reorganize by transporting reinforcements across Lake Huron in unarmed and unarmored ships. He recognized the opportunity for a rapid attack that could isolate and scatter the opposing army, potentially winning the war in one fell swoop. When Poolsupplies left him on read, Jacob decided to go ahead with the attack anyway. The Battle of Lake Huron was a resounding success for the Great Lakes Republic, and his use of small-arms drones for screening has arguably been influential in the development of mid-21st century drone tactics.
Despite his success, Jacob was immediately stripped of his rank and put on trial for disobeying orders, or lack thereof, and launching an independent offensive. And also for a lot of procurement fraud, that’s how he got rich but everyone forgets about that part.
Fast-forward, and enter Sunny Roosevelt. She thinks that JMR would make a perfect candidate for her defense advisor - talented and experienced enough to be useful, and crazy enough that she could always find a reason to drop him like last season’s merch. There’s the perfect opportunity to test him, too. Northern Michigan looks like it’ll be crawling with right-wing forest militias - again, sigh - so he can start off by getting a lay of the land and drawing up some contingency plans. What Sunny does not know is that there’s nothing Jacob loves more than strolling into a small town and pissing everyone off with his public flamboyance.
It does not take long for Jacob and Liam to both capture each other’s interest. The attempts by Liam’s father to keep the two of them apart other only gives it the sweet, sweet allure of ~*~forbidden love~*~. After Jacob saves Liam from being cornered by Byron Weber (one of Remington’s large adult sons), Liam enthusiastically agrees to be whisked away from his hometown to live at Jacob’s mansion.
<gratuitous sex scene>
And what a life it is! Peace and luxury, no need to work, and he can finally get in touch with the side of him that he’d had to keep hidden for all his life. Things slow down a bit as we take some time to develop the relationship, reveal Jacob’s backstory, adjust to the new routine, and have lots of gratuitous sex scenes. The fun and games before we raise the stakes and have the big midpoint moment, to put it in plotting terms.
<gratuitous sex scene>
Liam gets to know the new cast of characters, including a trio of maids who seem to share a special, as-yet-undisclosed relationship with Jacob:
Anton Smolenski, from Moldova. Short and somehow has naturally pink hair. He is the stern and serious one of the trio, perpetually scowling with his hands on his hips or his arms crossed.
Brandi Hyde, from Tidewater. Tall, gaunt, and stooping with long blonde hair, facial scars, and a wide, unsettling grin. The creepy one of the trio, fond of eye shadow, knives, and giggling slowly.
Ismai’l “Izzy” al-Iskander, from Balochistan. The suspiciously sweet one, with sleepy eyes, perpetually tousled hair, and a fidgety smile.
Still, it’s not long before a sense of unease starts to nag at Liam, although everyone else assures him that it must be him shaking off the results of his upbringing. For instance, he gets some odd looks for practicing Founderism - the fun new Christian heresy where the Founding Fathers are worshipped as saint-demigods. It’s not just Liam’s upbringing, though, it’s also his knowledge that he won’t be able to stay here forever - and even if he could, he wouldn’t want to. He wants to keep a sense of independence, the knowledge that he’d be okay if he ever had to leave, but he quickly learns that it won’t be easy. First, he’ll need to get his future-GED to qualify for citizenship. Classes are all online, and he tries to find a study group or a way to meet with other students, but other people tell him shit like “oh yeah if you have a Buck.it account you can sign in through Toastr. Do you have Bip? You need Bip.”
<gratuitous sex scene>
Liam continues to play Aivrcade, but one day when he signs in, he’s suddenly locked into a private server that he’s never heard of before. When it loads, he’s in a room with Sunny Roosevelt. She is distinctly not cute and bubbly. In fact, she’s dressed like a mob boss, with a red suit and large shades. She tells Liam that Jacob’s been talking about him - not a lot, but she picks up on these sorts of things. Jacob seems to like him. A lot. And that’s a very useful bit of information. Especially since Sunny needs someone to keep an eye on Jacob. Hint hint.
Liam objects - after all, he hasn’t exactly been trained in espionage. How could he pull this off?
Don’t worry, Sunny says, you grew up queer in a small town, so you obviously have some practice with hiding things. Besides, there’s a lot of money in it for you if you say yes. You’re trying to be independent, right? Don’t look so surprised, of course I knew that, I’m Sunny. With the money I can give you, you’ll be set for life without a sugar daddy.
Liam asks if he has to go along with this or if he can say no.
That’s a very good question, Sunny says. Can you say no to me? I suppose there’s only one way to find out. If you really want to know the answer that badly. :)
Liam says yes, and Sunny gives him the password for the private server he can use to contact her to give her all the juicy details.
As a result, Liam starts to look at Jacob differently, the things he says and does and what they mean. He listens in on Jacob’s conversations, and
Turns out the maid trio have been with Jacob since the Battle of Port Huron - they look much younger than they are thanks to future-drugs. Anton thinks Jacob has been going soft and has been privately goading him to get back to his roots. What happened to the old Jacob, the one who trained people, taught them how to protect themselves? Goddammit, it’s time to bring back the Battletwinks. Anton is like a foil to Liam’s desire for self-reliance and autonomy, taking it in a more aggressive direction - “autonomy means forcibly carving out a niche for yourself and remaining vigilant in a cruel world.”
I notice now that this is a bit messy - I mean obviously, it's an outline, and it's the middle parts, it's the different threads that will have to be bound together very carefully. Setting up the dominoes to have a satisfying payoff.
<gratuitous sex scene>
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So, with this tiny drama with Hans and sociopathy, I decided to ask a friend of mine, who has ASPD, what he thought of this whole situation with Hans. A bit of history - as you all know, I like Helsa, so back in 2014 when it was revealed that Hans was a sociopath, I went into research mode to try and discover more about this. That is where discovered Sociopath World, a website made for sociopaths to discuss how they navigate the world and to give advice to 'empaths'.
This is where I met my friend - we'll call him BG. BG is a clinical psychologist, film buff, and, as said, diagnosed with ASPD. Now, I didn't directly ask him about Hans at the time, I just asked him about the Hans - Elsa dynamic a lot without using their names (cuz, you know - I'm a shipper lol) we've been friends ever since, and I ask him all the time about film characters.
When I started talking about Hans and sociopathy more recently, I got an anon where someone questioned if I should be talking about this, so I decided to finally ask BG about Hans. I shared with him Jennifer Lee's comments, some posts within the Hans/Helsa tags, and of course recommended he watch the movie. To my surprise, he did it fairly quickly and sent me a reply today.
Few things to keep in mind - BG is very blunt, so sorry if you find some things he says a bit offensive or accusatory. Also, keep in mind (something he mentions as well) that he doesn't speak for everyone who has ASPD. Also, don't worry, he knows I'm posting his response here. I did edit a few things for privacy purposes. He knows this too.
Now, I originally wanted to include his response in my Hans and Sociopathy post, but to make sure that the post didn't end up being too long, I decided to place it here instead. His response is under the read more.
Thanks for contacting me, I always like evaluating people’s fascinations with ASPD. This is a unique one, a cartoon character. I’m usually asked to evaluate Elsa (spoiler, she’s not a sociopath) from this movie, so it’s a nice change of pace. Prince Hans is a sociopath. Let’s get into it.
So what we first have to establish about anyone trying to defend those with ASPD are their motivations. No one defends those with ASPD just for kindness's sake, not unless they have a positive experience with someone in their life (which is exceedingly rare with ASPD). Here, we’re talking about a cartoon character that was first established as a ‘good’ and then turns ‘evil’ for a shocking twist.
From what I’ve seen from this character’s fans, is that they focus heavily on the ‘tragic’ backstory of said character and the end-game motivations they have for him. Which in this case is the fact that they want to pair him up with other characters with their morality not being questioned. From what I’ve seen, that’s all they care about. They see an attractive character that they think has the potential to be paired with another, and they are upset that this attractive character has traits and behaviors that they are opposed to. Look, I know it sounds mean, but none of these fans would really care if the character was not attractive, charming, and easily paired with the female leads. That is the main motivation here.
I’m not saying they are not interested based on the character’s own merits and intrigue, they like to speculate about his past and childhood. But given the most popular depiction is him is with the female leads in a romantic sense, it is very obvious where the fans stand and why they are defensive of him. He’s attractive, he’s charming, he was really nice and chivalrous at first. But the reality here is that they are in love with who he is pretending to be. It honestly looks like the cases I deal with every day with real ASPD and Empath couples. The empath in the relationship is always making excuses for the sociopath, and I have indeed had cases where the empath denies the diagnosis. It’s really interesting to see this in behavior in fan spaces as well.
Now, here’s the thing. I don’t really care about film representation. Most people I know who also have ASPD don’t care either. We don’t really care about the things that empaths place on a pedestal. We don’t care about role models or feeling accepted and represented. Empaths always make us out to be villains or funny anti-heroes because they can’t fathom our behaviors being used for good. It's a reality we face, especially in this day and age when feelings and being empathetic dominate the social world. There is no easy way to showcase a sociopath being a hero within empath standards. Our definition of a sociopath being a hero is getting what they want. Hans would be a great representation if he got what he wanted. Do I speak for everyone? No. But honestly, I question anyone who claims to be a sociopath and actually cares about empath’s feelings towards us, or bases their value on fictional characters like what empaths do. Especially since most people who have ASPD are not even diagnosed, they can’t exactly question a representation of something they don’t know that they have.
Let’s change gears towards the comments the director made. The critique you got was that there isn’t enough evidence to support a diagnosis of ASPD with Hans because the narrative doesn’t explicitly state it and we don’t know a lot about his past; so can’t make a genuine diagnosis. In most cases, that would be correct. However, the director makes it very clear that her intentions for the character was for him to be a sociopath. She wrote him with this intention and made sure to depict him in that way. Thus, we don’t need to see his childhood or even make a diagnosis based on his behavior. He is written and labeled as a sociopath, so he is one. End of story. Sure, we can critique how the depiction was handled, and even the motivations behind making him a sociopath, but it doesn’t change the facts of the character.
I went a little off track here, but I feel this needed to be said first and foremost. Let’s get back to the actual comments. She states that she has a sociopathic mind and that she was writing him based on these traits. She also stated later that Hans being sociopathic was more interesting. You can even see the excitement she has when the person she’s talking to says “he’s a talented Scoiopath” and she says “He’s very talented!” She loves this aspect of him. It's her pride and joy. She obviously thinks sociopaths are interesting and cool, to the point where she thinks she may have some traits. Here, we know her intention behind it was romanticization. Is it a bit weird? Yea. It’s weird. She's romanticizing a disorder so it's always weird. However, the depiction was still fairly accurate. Cartoony and villainized, but accurate.
Which I guess leads us to the actual depiction. He’s a very typical Sociopath. Not much else to say. He has the sociopath stare, he mirrors behavior, he hates that his brothers dared to ignore him, he jumps into danger without a second thought, and smiles when he’s about to commit murder on Elsa. It's kind of funny how accurate he is. It’s like watching a comedy show where they say something relatable and you can’t help but laugh. The director says that her stand-out moment for him was when he questions Anna’s comment of being ‘just her’. For me, it’s when he stands up after being knocked out by the blast, without even acknowledging that he’s in deep shit, and just says ‘but, she froze your heart!” I laughed so hard. Only sociopaths would do this shit. “Anna, how dare you. You should be dead.”
And that’s all I have to say. Thanks for reaching out, it was definitely entertaining and a nice break. Have a great day.
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FGO FanServant - Kairi, the Princess of Light
(artwork by TamTam88, originally found here)
Will contain spoilers up to Kingdom Hearts III after the break
Ascension Stages
First Stage: Kairi's outfit from Kingdom Hearts II, wielding Destiny's Embrace.
Second Stage: Kairi's outfit from Kingdom Hearts III, still wielding Destiny's Embrace.
Third Stage: Kairi is now dressed in a black leather dress, with a dark pink skirt underneath, a light pink jacket on top of it, and black leather boots. Her hair are also longer, close to their length during the events of KH2.
Parameters
Class: Caster
Alternate Classes: Foreigner (Traveler)
Source: Kingdom Hearts
Region: Destiny Islands
Voice Actress: Risa Uchida
Rarity: SR
Alignment: Lawful Good
Attribute: Earth
Deck: Arts (Buster: 2 hits; Quick: 4 hits; Arts: 3 hits; Extra: 3 hits)
Traits: Humanoid, Seven Class Servant, Female, Weak to Enuma Elish, Keyblade Wielder, Light User, Unrevivable
Passive Skills
Magic Resistance - Rank C
FGO Effect
Increase own Debuff resistance by 15%.
Guardian of the In-Between - Rank C
A standard skill among Keybearers who travel in the Lanes Between. Mere possession of a Keyblade grants its wielder a constant supply of magical energy, while the act of travelling across worlds marks them as alien to Proper Human History.
FGO Effect
Charge own NP gauge by 3% each turn.
Gain 1 C.Star each turn.
Pure Light - Rank EX
A unique skill representing Kairi's status as a Princess of Heart, her heart of pure light offers a near unbreakable protection from darkness.
FGO Effect
Increases own Debuff resistance by 30%.
Increases own damage by 300.
Increases own damage against [Darkness User] enemies by 700.
Reduces own damage taken from [Darkness User] enemies by 1300.
Custom Append Skills
Healing Boost
Replaces Append Skill 3
Increases healing given (50%~100%)
Bond Skill
Apply Delayed On-Death buff (1 time)
-- On Death: Gain 30 C.Stars.
Active Skills
Life Magic - Rank C+
A common ability among Keyblade users, this skill allows the user to treat wounds and status effects. This ability is strenghtened by Kairi's affinity for light, allowing her to perform feats that would normally require multiple different incantations with a single spell.
FGO Effect
Cooldown: 9~7 turns
Recovers HP for all allies (2000~3000)
Removes debuffs from all allies.
Increases all allies' DEF for 3 turns (20~30%)
Heart of a Princess - Rank B
An offensive manifestation of Kairi's affinity for light. While normally she would use this power to enhance her Shotlocks, as a Servant Kairi can manifest this as a set of buffs focused on banishing darkness.
FGO Effect
Cooldown: 8~6 turns
Increases all allies' ATK for 3 turns (10~20%)
Further increases all [Light User] allies' ATK by 20% for 3 turns
Decreases all enemies' DEF by 10% for 3 turns
Further decreases all [Darkness User] enemies' DEF for 3 turns (10~20%)
Seven Crowns of Light - Rank A
A crystallization of Kairi's status as a Princess of Heart. As one of the seven people in the Realm of Light who hold the key to Kingdom Hearts, the light in her heart gives her an authority and potential beyond comparison: however, since Kairi hasn't truly used that power to its fullest in life, the rank and power of this skill are lowered.
FGO Effect
Cooldown: 10~8 turns
Increases all allies' NP Gauge (20~30%)
Increases all allies' Critical damage for 3 turns (10~20%)
Increases all allies' C.Star Drop Rate for 3 turns (50~100%)
Increases all allies' NP Gain for 3 turns (10~20%)
Gain C.Stars (10~20)
Noble Phantasm
Door to Light - Rank EX
[Thinking of You, Wherever You Are] Rank: EX Type: Anti-Event Range: 1000 Max Targets: 1
A full manifestation of Kairi's power as a Princess of Heart. Unleashing this Noble Phantasm lets Kairi tap for just one moment into her full potential, allowing her to willingly perform feats she's only done subconsciously in life. The potential of this ability is massive, as expected from one of the cornerstones of the Realm of Light, allowing Kairi to perform miracles that come very close to True Magic: but even for a Princess of Heart, breaking the laws of the world like that will incur a heavy price...
FGO Effect
Arts Noble Phantasm, 0 hits
Revive 1 K.O. ally (30~50% HP. Priority is given to the leftmost ally at the beginning of battle. Allies with the [Unrevivable] trait cannot be revived)
Increases the revived ally's ATK by 30% for 5 turns
Increases the revived ally's NP Gauge (30~50%, scales with Overcharge)
Apply Invincibility to the revived ally for 3 hits, 3 turns
Apply Death to self (all Guts effects are disabled. If the user is affected by unremovable Guts effects, the Noble Phantasm cannot be activated)
Writer Notes
Ah, the dilemma of writing a fan-Servant version of a character who barely gets any time to shine in her series. I may have had a clear idea of what I wanted her Noble Phantasm to be like from the beginning, but everything else still feels so slap-dashed together...
The outfit for Kairi's 3rd Ascension is inspired by this concept art for a possible KH4 version of Kairi. All credits for the design goes to hollypolllyy.
As a general design note, after FGO's... interesting approach to game design shown during the 9th Anniversary, I've decided to only write down the Append Skills different from the standard (so, as of this writing, just the 3rd skill). This will remain true for any future fan-Servant.
So, why that effect for her Noble Phantasm? Think back to the three numbered entries in the series, to the thing Kairi has consistently done in all those games (apart from getting captured): - KH1: when Sora got turned into a Heartless in Hollow Bastion, she managed to turn him back into a human - KH2: when Sora and Riku were trapped in the Realm of Darkness at the end of the game, her letter to Sora managed to reach them and open a path to bring them back to the Destiny Island - KH3: when everyone got TPK'd in the Keyblade Graveyard, she managed to tether Sora to the Final World, which in turn allowed him to bring everyone back. If there's one thing that has been true throughout the whole series, it's this: whenever things are at their bleakest, Kairi is always there, a light in the darkness to allow her friends to keep fighting. As such, I think it's only fitting to focus Kairi's skillset around that: she's not a conventional DPS or support, but a joker who can bring your other fighters back during your darkest hour.
For balancing reasons, her Noble Phantasm cannot revive Kairi herself, mostly to prevent a Double Kairi System where they keep rezzing each other forever. Sorry, Kairi, I may have made you a Caster, but you're no Doctor Strange, you did in fact come to die! I'm on the fence on whether that trait would also prevent her from being revived via Command Seals, though I think it would be a fair drawback, given how strong her NP can potentially be. And yes, that note about unremovable Guts means that, if an hypothetical battle sticks you in a situation where you cannot die unless it's in a very specific way, she cannot escape that fate.
As for the rest of her skillset, I mostly focused it around supporting the team, to give her a role in battle outside of just "come in, cast Revive, leave". The numbers are a little low due to her being an SR: I know her kit would easily make her SSR-level, but she's had a role too small in her series to justify putting her in the same rarity as Sora and Riku (and yes, this does mean I plan to write Riku too eventually. As soon as I figure out his gimmick...). Plus, you know, can't have all of them be SSR!
And finally, sorry, I couldn't resist that joke on her 3rd skill's name. It's just an in-joke because of the coincidentally equal number, I'm not planning to actually make her a Beast: contrary to apparently Lasengle, I do have some standards!
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Hey everyone,
As I start this account, I will like to introduce myself and some rules I have for my account.
REQUESTS ARE OPEN
About myself:
I will be going by alias Athena Lucis Caelum here or simply Athena. I'm a South Asian in my mid-twenties. I enjoyed Devil May Cry a lot, especially Dante. I'm a history buff. So you can hold me to that one. As it will go, english is not my first language.
Disclaimer:
This is my first attempt at writing anything to be open for public scrutiny, so be kind, I do not intend to take any scrutiny for task I'm doing out of my passion, and I am not getting paid for anyway. A constructive criticism in right tone can be welcome. But anything unkind or disrespectful or homophobic or any hate shall be deleted. I do not entertain such things and I do not mind simply deleting them. This being said I will try my best to put trigger warning rightfully in every post but if sometimes, I miss something. You can let me know and educate me on topic respectfully and I will add it promptly.
Rules:
- As of now I am only thinking to write for Dante (Devil May Cry franchise) in specific and Devil May Cry in general. This is what I started this account for and that is what my content will be.
- You can send me request, I do not take offense to most, not even darker theme. But there is something I will not, and I will respectfully say so. I am not here to judge.
- This might not be a very active account, but I will try to keep posting.
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Can I give you my rant about the absolute MESS Astruc and the rest of the staff did with the background of ML? Because it's infuriating to a history buff and cultural appreciator like me. Especially after the episode Darkblade shows they CAN do a good job (the story of the ancestor Darkblade is the last years of Bernard VII, Count of Armagnac and Conestable of France, just with names filed off), they just choose to be lazy. And infuriating.
Side material references the Fox, Bee, Turtle, Peacock, and Butterfly Miraculous as the Elemental Miraculous, drawing in the Wuxing... And they never explored that.
The Miraculous Order was based in Tibet... Except the Wuxing link above and everything else we see of the Order say they're Daoist-adiacent, and the Tibetan monasteries are Buddhist. And let's not go on the fact Tibet was a different and often rival civilization to China (even the CCP admits that, and bases their control on how China had CONQUERED Tibet before the British got involved) yet the Order is quite obviously Chinese...
Gabi Gassette changed name in Gabriel Agreste... Except this is impossible under French law. Changing one's personal name is already hard enough, and changing the family name requires a petition to the PRESIDENT OF THE REPUBLIC proving you have a good reason under French law (and by what is shown, he didn't have one).
Joan of Arc never user her sword in combat, and in fact created her famous banner to have an excuse to not fight. So the scene of her getting time displaced and drawing a sword to fight is utterly ahistorical.
Lila Rossi is coded as an Italian, and I say that as an actual Italian. Her gestures, her expressivity, her hamminess, even her vindicativeness ("vendetta" is actually the generic Italian word for "revenge", but in English it became the word for "horrific revenge" because we're THAT vindicative), everything says she's an Italian teenaged girl. So all the "Cerise" nonsense is frankly ridiculous...
Now the really infuriating one, their take on Joan of Arc, of how she and the English bearer of the Black Cat were manipulated by the ambition of the Kings of France and England. Except Charles of France was the Dauphin, that is the heir to the throne, and grasping at straws to save France from the invasion when Joan showed up and requested he gave her an army to throw the English out of France and couldn't get crowned until Joan reconquered Reims, the city of the coronation. As for Henry VI of England, he was SIX (almost seven) when Joan entered the war (hence why Charles had a chance to reclaim the throne, to be crowned King of France one had to be a knight, and that meant one had to be an adult). These guys claimed Joan and Dark Grimalkin were manipulated by a desperate prince who was considering giving up and by a six years old child.
Sorry for the rant... But seriously, why did they do all of that?!
Because it's Thomas Astruc, and frankly I have no idea! Don't worry, rants are always welcome! By all means, I'm sure there's more stuff if we look for it! As a fellow history nerd, and also with Joan being my single favorite French historical figure ever, I have been seething ever since I saw their take on her. Henry the VI was literally just a child, and Charles was dependant on Joan because the English were demolishing France at the time! There is a perfectly good story in real history as to what could have happened to her and Dark Grimalkin! Just do an "partners on opposide sides of a war", slap in the iconic banner as her Miraculous weapon and call it a day! It would have been so much easier to follow real history! They didn't even need to do any work!
And as for the Cerise nonsense...that "explanation" better be really good. It better be Dark Souls-level deep lore with an interconnected backstory that ties up every single mystery in Lila's character better than Scooby Doo ever could, or I am going to lose my mind! I've already said this in my Lila post, but it's genuinely offensive that they had such a great idea for a character, and built her up so much...just to say "oh well actually she has three moms who don't even know eachother, and her name is Cerise, or Iris, or...something else". Lile c'mon! For Nooroo's sake here, it's a blatantly poor attempt to make her interesting again and it only worked because the fandom is grasping at straws for theory material because of the hiatus!
Any side material for the show just doesn't do a good enough job at actually giving us something new, or at the very least something interesting. The Miraculous and Kwami are constantly sidelined because why bother talking about this extremely high-potential universe you have in your show's Lore...if you didn't bother to fill in the blanks? Kwami are supposed to be Gods, Season 2 has references to Plagg blowing up Atlantis! Myths are apparently real in this universe! Please do something with that Thomas, it's free money! But nope, of course they ignore it.
The Guardian Order...well, I call them "The Jedi from Wish" for a reason. Like okay, religious order that has conservative thinking and backwards methods in a new world that is rapidly and constantly evolving. Cool concept! Unfortunately they don't even get their designs right, can't be consistent with which religion they're even based on, contradict themselves all the time, and make them utterly irrelevant after Su Han's first appearence. His only job in the story is to show up, yell at the protagonists, and then be proven wrong because "Ladybug is always right", only to apologize and then yeet himself to Brazil or something! I have an entire rant about this guy, but I'll refrain atm.
And lastly abt Gabriel's name change, I honestly didn't know that. Cool info, I'll add to my list of "times the writers didn't do their 5-minute google search". But like, c'mon. You're choosing to incorporate an important detail about your main villain into his backstory. Shouldn't you have somebody do the research to see if that's even possible? Even the intern is better than no one! I swear...and then us fanfic authors spend hours upon hours looking up obscure stuff just so one sentence/joke can be factually correct.
#miraculous ladybug#yolo rants#don't worry#i'm just as mad as you#and tomas astruc will be sorry#when i get my hands on him#petition to send the entire writing team to a “back to basics” class#rant post#thanks for pointing it all out by the way#i'm going insane#this is why i re-wrote the kwami lore in acoll#istg im gonna scream#but oh well#goodbye vocal chords#anyway thanks for coming to my ted talk#and ranting with me#i'll see myself out
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Retrograde Revision 3: Archivist
(art by suomar on DeviantArt)
Another case of bards in name only, today we’re looking at an archetype that is essentially a librarian.
Described as being “bards that eschew the dramatic aspects of their training”, that need not necessarily be the case, as archivists could easily have gained their arcane/occult magic by studying the body of work under their care rather than having gone to any bardic college.
Either way, they are still associated with academia, and may have a personal history as a scholar first.
The badass librarian has been a thing in recent decades, so whether they are archivists or scientists doing field work, these brilliant minds can prove how effective their stores of knowledge are both on and off the battlefield.
This archetype feels like a first pass at a non-loremaster knowledge-based character, the sort of thing that would evolve later into the overall vibe of the investigator class, so it’s interesting to see where it got it’s start.
Rather than inspire bravery in others, archivists instead focus on providing running commentary and guidance on how to fight the creatures they and their allies are currently facing. While they have to identify them first, doing so gives their allies an offensive and defensive buff against them as they point out vulnerabilities and limitations in the subject’s attack and defense.
Whether it be supernatural boredom or the sheer crushing weight of their focus on minutiae, these archivists can wax technical on a subject to daze or confuse those under the effects of one of their “fascinating” lectures (how fascinating they actually are may vary.” Later on, they can even affect whole crowds this way.
Predating the skald ability of the same name, these archivists know so much that they are true lore masters, able to recall incredible amounts of information on a topic a few times per day.
Additionally, their magical lore makes them better suited to identifying magic items, disabling magical traps, and recognizing magical runes in time to better brace themselves against their effects.
Furthermore, they also demonstrate proficiency with all skills, which only grows over time.
More powerful archivists are so knowledgeable that they can predict a possible outcome and occasionally take the most average result on any sort of activity, including when attacking and resisting, which can be useful in an emergency.
The archivist, with it’s eventual ability to treat every single skill as a class skill, as well as taking 10 often and 20 a few times per day at a low level, has the potential to be the arguably best skill monkey in the game. The base combat performance providing both an offensive and defensive buff against identified foes is also very nice, though the ability to daze or confuse foes that are already fascinated is of dubious unsability, since most situations in which you’d fascinate, you’re trying to avoid combat, and it’s not clear how confusion and daze work in regards to keeping people fascinated when they might start punching each other. Beyond that, however, I recommend spell and feat choices that help you have an at least partial answer to any situation you come across. Damage spells with a variety of types, utility spells, debuffs, buffs, you name it.
The nature of their ability to debuff foes they fascinate might give some the assumption that they are boring or dry lecturers, but that doesn’t have to be the case. It could be that their passionate diatribes are simply bewildering to others, and you can certainly portray them as being passionate about many a subject.
A mystic prank goes wrong when a bookish student cast a forbidden spell to get back at his classmates, and now they are all stuck inside a demiplane centered around the most popular tabletop board game in the school. Experienced adventurers are needed to enter the game’s world, master the rules, and rescue the students.
Palanz Whisperwind has never seen any of the monsters he’s spent his whole life studying. In need of a change of pace, he hires a party of adventurers to escort him on this field study. Putting up with his incessant droning and condescending attitude may drive the party up the wall, though.
The secret name of Falrax, the demon lord of night, is hidden in the secret archives of the Library of Thoumous Rang. Getting to the repository, however, will prove difficult, as the gynosphinx archivist Written Conundrum is loath to allow the ignorant and uninitiated to touch her tomes, even if the fate of the world is on the line.
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Jack Builds Spaceboats: The Hyperion, Part 2: Stayin' Alive
Disclaimer: I am not an expert on this game, and some information I present may be erroneous.
So you may recall that I described the Hyperion as a "BFAW Psuedotank." Now that we've addressed the "BFAW" part, let's talk about what the flying fuck I meant by "psuedotank."
First, an explanation: the traditional MMO trinity of Tank/Healer/DPS does not exist in STO, as such. "But Jack!" I hear a convenient strawman cry, "Surely Engineering/Science/Tactical" equates to that!"
The truth is much more complicated. Namely that, in space, whether your captain is Tactical, Science, or Engineering matters relatively little; the ship you're on matters a lot more. And while it's true that Science has a lot of debuff cleanses, shield heals, heals, and debuffs, and that Science-focused ships can slot more of these abilities, where Science ships really shine is what is affectionately called "space magic." Creating artificial gravity wells to gather all one's enemies into a single place, draining all their power, crushing them to death, and then blasting the remains with a massive volley of AOE torpedoes out of spite, for example.
Most STO players, in my experience, will tell you that outside of specific coordinated high-tier play, the traditional role of "tanking" does not exist. In STO, the idea of tanking generally means "mitigating damage by blowing everything up before it has a chance to shoot you."
That said, there's something to be said for being able to take one on the chin without ending up like the USS Grissom.
Engineering captains have this relatively easy, since they get access to the Captain ability "Miraculous Repairs" which gives you a significant hull heal, good shield heal, and some temporary secondary shielding to boot. Trouble is, it has an appropriately long cooldown (barring a trait that refreshes it if you take a huge chunk of damage in a short amount of time, before that trait itself goes on cooldown).
The Hyperion, in addition to having an Engineering captain, is constantly using the lowest-rank ability of Auxiliary Power to Structural Integrity, which is a tiny heal (2k out of the Hyperion's 91k hull points), but has a quick cooldown. This is not actually for healing purposes, but to proc some offensive bonuses I get through the Miracle Worker and Strategist specializations that give me buffs when I use or receive healing. The ability Engineering Team is likewise at its lowest rank, offering a mere 4k of healing - it's primarily there for its ability to cleanse Engineering debuffs (such as Viral Impulse Burst; fuck you, House Mo'Kai). The Hyperion's primary source of healing is Hazard Emitters at its highest rank, which offers 10k hitpoints over 15 seconds combined with a Duty Officer that restores 0.2% of the ship's total hull every time a weapon fires so long as the ability Attack Pattern: Beta is up, which, naturally, is on constant rotation.
Between the above and the ability Tactical Team (which automatically reinforces shield facings when they take damage during its duration), the Hyperion can typically handle deliberately drawing the aggro it both wants to (to use Redirecting Arrays to maximize Beams: Fire At Will's uptime) and inevitably will regardless.
Should she get a little overwhelmed, well, there's still Miraculous Repairs.
Another bit keeping my beloved Hyperion in one piece is the starship trait History Will Remember. I keep this trait on literally all of my builds, because it's just so useful. For each individual enemy that damages the ship, she gains +1% damage, +1% hull regen, and +1% maximum hull points. This bonus can stack up to 30 times, and you keep all stacks until you map move. It also generates additional aggro if you have Threatening Stance active, but that's not helpful to the topic of keeping the ship in one piece.
Fuck a duck, I damn near forgot a key part of the Hyperion's defenses: the Shield Absorptive Frequency Generator. This beautiful bit of gear does something truly special: If a shield face is below 90% strength, every shot (not every volley, every shot) of an energy weapon has a 2.5% chance to restore shields for 200% of the outgoing damage. Remember how BFAW doubles the amount of shots you make per volley? Under BFAW, her beam arrays deal about 3.5k damage, and she has about 20k shields per facing. That one piece of gear does a LOT of legwork, and requires very little explanation/justification to boot.
So, this all makes her sound pretty tanky, you might think. To that, I would caution you that in terms of durability, a high-tier dedicated tank build makes the Hyperion look like she's made out of tissue paper, and the majority of her build is focused towards maximizing damage. Thus, I call her a "psuedotank."
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I actually have no idea how long I’ll be able to operate this account haha. My boss typically doesn’t let the kingdom have much internet access considering humanity as a whole is a bit unpredictable. Still… People have found ways around it. People in the D.A., apparently. It’s not an incredibly dangerous offense though, so there isn’t much of a consequence for being on here.
I mean, the general public doesn’t really have access to this digital technology anyways. I think the contrast between magic based communication and digital communication is quite interesting though! To see how our separate societies have developed due to what we’ve had access to. I’m not a history buff, but I still think it’s very neat.
@tbr-official hey why do you have a blog here in the first place?
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PUPPET HISTORY (SEASON 1) STARTER SENTENCES!
“I have never been ready for this.”
“To set the mood, a reading from ‘The Signs of Death’…”
“But great plague though! Good one, really good.”
“I’m in the middle of a scene!”
“This is not what friends do!”
“A funny name for the source of my greatest dread.”
“I’ll die for a jellybean, baby.”
“Ah yes, death.”
“If you love what you do, you’ll never work a day in your life.”
“I’m gonna walk by you slowly so you can see who won.”
“He never looks happy! He either looks indifferent or very disappointed and angry.”
“Why would you—? Why? Why would you—?”
“This script sucked! I don’t like the history.”
“Oh. I hope there’s disguises.”
“It started out as a grift! How did it end up like this?”
“It was only a grift! It was only a grift!”
“Alright, don’t give me a homework assignment, bud.”
“But I guess in the end I got the upper hand… because they didn’t cut my head off.”
“A fella should know better than to trust a simple letter.”
“Don’t compliment yourself, you son of a—”
“I love lazy rivers, man. I’d love to die on a lazy river.”
“That’s how I wanna go! Just imagine me floatin’.”
“She wanted to be a shit stewardess.”
“Oh! My jellybeans!”
“This is some weird bullshit, I don’t know what’s going on here, but, uh, it’s odd.”
“So they wanted, what, ugly people working on cruise ships?”
“Is that somehow more offensive?”
“Just what in the hell kind of answer was that? Is this a game to you, [muse name]?”
“It’s arbitrary, it’s all arbitrary.”
“Bitch went overboard.”
“Yeah, it was just a joke, We all know that thing sinks. Sinks like a rock, baby!”
“Do you think that was the only question they asked prospective captains? ‘Can you move around an iceberg?’”
I would not hire this woman under any circumstance. Any ship she gets on is a death trap.”
“This ain’t my first boat sinking!”
“My life is misery.”
“I’ll kill you.”
“I am a little nasty.”
“You guys ever been pushed to the brink?”
“Yes, yes, the universe has challenged me.”
“History’s a sad thing.”
“Okay, no, that was too crass. That’s disgusting. What is wrong with you?!”
“How’d you like to be dead?”
“And I’m just letting you know that if you mention those barrels to anybody else, you’ll end up in one!”
“… May peace be with you.”
“… AND THAT’S SOME BULLSHIT!”
“All the crops died!”
“So like ghosts?”
“Kinda similar to those people that danced ‘til they died in France.”
“AAAAH YES! THAT’S RIGHT! I’M A HISTORY BUFF!”
“Well, you’ve never taken the initiative, [muse name]!”
“I reward creativity!”
“I don’t say anything funny about your eyes.”
“Wait a second! Oh my god, this is the impetus for people dancing ‘til they died in France!”
“Yeah, you DIPSHIT!”
“Holy—hey, fuck you!”
“Have you ever been trapped in a prison of your own laughter?”
“This is a dangerous game you’re playing, [muse name].”
“You know what? Not working. Really not working.”
“Hey look, sometimes you’re gonna want to dance, but there’s a story.”
“Don’t you dare.”
“Like a Bloodborne character.”
“It’s not the worst thing that I’ve done!”
“I’m sorry, I know it was rude. I guess I’m just a zany dude.”
“That was disturbing, man.”
“That wasn’t me! That was—that was god!”
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Commanding Admiral - CR13 Samurai
A high level samurai in a position of military command.
Artwork by 32asako on Pixiv.
This samurai NPC has one unique power - the ability to let an ally carry his banner for him. This power comes from a magic item, the Commander’s Mast. This allows a lower level minion to stand far out of harm’s way, and frees up the commanding admiral’s hands to fight with his own weapons. It also, more importantly, gives the players a relatively weak target to snipe if they want to end the buffs granted by his banner.
Nothing about him is particularly naval except for the archetype that trades away his mount, and the knowledge (nature) ranks, which can be used to pilot a ship. If you want to use him as an army commander instead, give him Survival +6 in place of Knowledge (nature) +10.
The Order of the Staff specializes in fighting alongside offensive spellcasters, so I definitely recommend giving this NPC a spellcaster or two as allies to make use of the saving throw penalty he inflicts on his challenged targets.
The powerful and expensive equipment carried by this NPC increases his CR by 1.
If you want to support this blog and like its content, I’m now accepting commissions! See the donations and commissions tab.
Commanding Admiral - CR 13
The graceful, calm elven man stands with his arms cross, his sword at his side, wearing a flowing silk robe over top of his armor. He’s silent and still, but it’s unclear whether he is being serene or careful.
Elf yojimbo samurai 13 LN Medium humanoid (elf) Init +2 Senses Perception +13, low-light vision
DEFENSE
AC 28, touch 16, flat-footed 23 (+11 armor, +3 deflection, +2 Dex, +1 dodge, +1 shield) hp 180 (13d10+91) Fort +17, Ref +9, Will +7 (+2 vs enchantments) Defensive Abilities greater resolve, honorable stand 1/day, intercept and spell aid, resolve 7/day Immune magical sleep
OFFENSE
Speed 20 ft. Melee +1 adamantine katana +18/+13/+8 (1d8+4/18–20) TWF Melee +1 adamantine katana +16/+11/+6 (1d8+4/18–20) and +1 mithril wakizashi +15 (1d6+4/18–20) Ranged +2 seeking composite longbow +18/+13/+8 (1d8+5/x3) Special Attacks banner +3/+2, challenge (+13, +4, 5/day), demanding challenge
STATISTICS
Str 16, Dex 15, Con 22, Int 12, Wis 10, Cha 10 Base Atk +13; CMB +16; CMD 31 Feats Bodyguard, Deflect Arrows, Dodge, Double Slice, Power Attack, Two-Weapon Defense, Two-Weapon Fighting, Vital Strike, Weapon Focus (composite longbow), Weapon Focus (katana) Skills Diplomacy +16, Intimidate +10, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +10, Knowlege (nobility) +7, Perception +13, Sense Motive +10 Languages Common, Elven, Infernal SQ order of the staff, armor expertise (o-yoroi) Gear +3 o-yoroi, +2 seeking composite longbow, +1 adamantine katana, +1 mithril wakizashi, cloak of resistance +3, ring of protection +3, belt of mighty constitution +6, commander’s mast (carried by ally)
SPECIAL ABILITIES
Resolve (Ex) A commanding admiral has 7 points of resolve per day, which can be used in the following ways:
As a standard action, a commanding admiral can spend one use of his resolve to remove the fatigued, exhausted, frightened, nauseated, staggered, shaken, or sickened condition.
Whenever a commanding admiral is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
When a commanding admiral is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.
After a critical hit is confirmed against him, a commanding admiral can spend one use of his resolve as an immediate action to treat that critical hit as a normal hit.
Resolute Defense (Ex) Whenever a commanding admiral issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the commanding admiral is adjacent to his ward, he can use resolve (including greater resolve and true resolve) on his ward rather than targeting himself.
Intercept and Spell Aid (Ex) Whenever a commanding admiral uses the aid another action to increase an ally’s Armor Class, including via Bodyguard, the bonus to Armor Class from the aid another action increases by 1, and the ally also gains a +2 competence bonus on the next concentration check, dispel check, or caster level check she makes (whichever comes first).
Banner (Ex) A commanding admiral’s banner is normally carried by an ally with the Commander’s Mast, such as one of his spearmen, although he also can carry it himself. As long as the banner is clearly visible, all allies within 60 feet of the banner receive a +3 morale bonus on saving throws against fear and a +2 morale bonus on attack rolls made as part of a charge.
Challenge (Ex) As a swift action, a commanding admiral can choose one target within sight to challenge. The commanding admiral’s melee attacks deal 13 extra damage when made against the target of his challenge. The commanding admiral takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
As long as the target is within the threatened area of the commanding admiral, it takes a –2 penalty to its AC on attacks made by anyone other than the commanding admiral.
A creature challenged by a commanding admiral takes a –4 penalty on saving throws against spells and spell-like abilities for 1 round after the commanding admiral successfully damages the target.
Honorable Stand (Ex) A commanding admiral can declare an honorable stand once per day as a swift action. While making an honorable stand, he is immune to the shaken, frightened, and panicked conditions. He does not fall unconscious while his hit point total is below 0. Finally, whenever must make a saving throw, he can spend one daily use of his resolve to reroll the saving throw after the first roll is made. He must take the result of the second roll, even if it is worse.
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With a turn of the wrench, you put the final touches on your time machine. If there were more time, you might pretty it up, slap on a coat of paint or at least match the finishes on the metal across the whole thing, but if there were more time it wouldn’t be a race anymore. You could probably decorate the whole thing and jump back to here, but that’s a short hop away from looping back on your own timeline, giving yourself the answers to every nagging problem that plagued you along the way.
Your heart flutters in your neck as you picture what the other three would say, flattery and faint praise in turns, and all of that assuming that you beat them, but you’ll never know until you complete a full hop, back here and tell them before they tell you first. Hope they’re not looping back in on their own stumbling blocks, the way you’re ignoring the urge to, because none of you are sure what that would do to the spacetime continuum, and anyway, that’s cheating.
You’re going to beat your friends fair and square, full human trip through time, and nowhere it’s going to interfere with each other’s lives. You were all kind of joking when you made that promise, but only kind of, and it’s too tempting with something this monumental to heckle each other into slowing down, let alone everything else that might cause problems along the way, so you go with the next best thing.
Christian Times ho, where you can get filmic proof of – something. You don’t know. It’s impossible to prove a negative, so you’d have to be gathering all kinds of data for the kind of payoff that doesn’t, really. Fact and figures aren’t faith. You’ll just have to figure it out when you get there, if you get there, if there’s a there left when you do and the same here here on the off chance you get back safe and sound.
You should be. It should be. You think you’ve worked out the kinks by now and all the trial runs came back as sure as you can be, ready for someone to take that first bold step and, what, you’re going to let someone else hog the glory? Just because you’re scared of what you’re liable to see between here and the other side? Someone needs to make a trip to prove it works. Why not this one? Why not you?
You close your eyes against the pull of the tide and you’re abstractly sorry when you open them again, safe and sound somewhere and sometime else. It’s like exiting the haunted house with your eyes scrunched shut, not scared by the monsters, but sure you missed out on something. You’ll have to keep them open on the way back, even if what you see isn’t something you wanted to see, you’ll have to.
You’re not sure you will.
You’re not sure what it means to be out of your own time.
You’re not sure causality is what you’ve always thought it was, if time is this uncertain, if events might not happen in order. You’re worried you’re going to step on a bug and destroy half the planet. Wipe out your own lineage. Cause mass extinctions well outside of orderly events. Prevent the invention of your own machine and be marooned here, or never exist.
It’s easier to lean into the bit. It’s easier to track down Jesus in the vast array of people who don’t speak your language but are well used to foreign tongues, communicate through mime and expressions and the expectations of crowds. It’s funny, right? It’ll be funny when you go back to your friends and they ask where you’ve been, what little slice of time you picked out to slide onto your plate, of all the places in history you might have gone. It’ll be funny when you say you got a picture of Jesus, you don’t know, doing something embarrassing, or un-Christian, or offensive to the modern sensibility, or just not being there at all. It’ll be funny and you and your friends will laugh and then you’ll compare notes and then you’ll collaborate and buff everything to a shine and patent together and be billionaires. It’ll be funny.
A few days into sleeping in the streets and trying to beg food and water off people, you think maybe it isn’t so funny. You think maybe you committed too hard to the bit. You’re still pretty sure you can find your way home, find your way to the machine and back the way you came, but then what proof will you have you went anywhere? You think you maybe should’ve brought camping gear or something. You think maybe it’s good you didn’t, that maybe the half-assed sheet toga that you’re wearing is anachronistic enough.
You find him by accident. You’re bleary eyed and half asleep and he’s handing you a cup of water and telling you in perfect modern English to drink it.
“Jesus?” you ask, unsure whether you’re hallucinating. You never expected to actually find any of them, let alone one with perfect ringlets catching the sun just so, like you’re looking up into his eyes through stained glass. You’ve just been wallowing in your own sunk cost trying to decide when to cut your losses, and there he is.
“Please take me home,” he says, and the kind of wist in his voice leaves you thinking all the other times you used the word were only half full at best.
“Isn’t this your home?” You’re not sure what you mean by this. You’re not actually sure where you are. Or when, because, come to think of it, your chronometer was never that well calibrated, and you were always the worst at the pure math, the best at applied mechanics, which was why you were so sure you’d finish first, but never with the calculations, and you should’ve put a stop to it and had someone else double check your work.
“My name is Joshua Nazarean. I’m from 2346. I’m here on an expired license. My ship broke down and I have no way back,” he whispers hurriedly, like someone’s going to overhear you and strike you down or whatever. He glances over his shoulder, and no one’s there, and he turns back to you and says, “please. Take me home.”
You stare at him. All those words are things you’ve heard before, not in relation to this exact circumstance and certainly never back in time in parts unknown, but they make sense from a standpoint where you’re not looking too hard. You’re not looking too hard. It’s very hard to look when your head is pounding this much. Every sip of water you take tastes like grit and some sort of algae. “How long have you been here?”
Josh nods sadly, like he expected this kind of question from you, and you’re not sure who that’s an indictment of, but you’ve never had this kind of conversation before. Even when you sometimes used to practice back in middle school with your best friend, overcoming anxiety through overdramatic performance, you never concocted a scenario like this. You talked to martians and robots and fairy queens, but never a time traveler, never when you were one and they weren’t supposed to be at all. “Almost two years, now.”
“Two years?” you ask, incredulous, because that’s either too short or way too long, but he barely notices your interruption and continues, urgency held at bay only because, and you only know this from being on the other end of it so many times, he doesn’t know you yet.
“My machine broke down and you know how it is when they think they’re that far gone, and I know I should’ve brought backups, conservative, too conservative, I should’ve set the thresholds higher, but it’s too late now, huh? Maybe I could’ve fixed it, if I’d brought equipment, or you could, or – I don’t know. Dust and gone, by now, I guess.” You recognize small talk even when you don’t recognize it, and you know Josh’s patter is there to put you at ease, try to commiserate over the same damn thing, and, what, is he offering to fix your time machine? But your ship isn’t broken at all, it just doesn’t hold two people. Yet.
“Shouldn’t you be keeping your head down?” you ask him, finally making sense of the way he keeps tossing his hair through the rays of light to cascade down his shoulders. It’s not for effect. It’s because there’s a crowd around him so much of the time and he’s worried he’s been followed, and if he’s been followed, he, like you, will never get out of here. “You’re going to cause trouble, being all, you know.”
“You don’t think I’ve tried?” he snaps, and then closes his eyes, and rubs his hand across his beard, and takes a few slow rhythmic breaths while you try to get your bearings. The daylight is bright but you’re not sure what that means. It might be early morning or late afternoon. You’re hungry and for some reason you can’t go home yet, but it’s hard to think what that might be. “All I’m doing is telling people to be kind to the planet, and each other, and themselves. I haven’t said anything. I haven’t said anything! I just – there’s a plan and we’re here to help him build it, and that’s it. How is telling people there’s hope for the future supposed to endanger the future? Why won’t they leave any of us alone to just, fuck, try to do it!”
You whip your phone out and snap his picture. It barely has battery but it manages to capture his image before it dies, and he blinks at you in mild surprise. You figure there aren’t many cameras or phones in this time. Not none, apparently, but less than either of you grew up with, or hopefully will see again. Soon. “Try to endanger the future?” That doesn’t sound right to you and you take a moment to collect yourself. “Try to tell people things.”
He huffs a sigh at you and shrugs. “I’ll tell people whatever you want, honest I will, only they’re getting a little heated about it, and I don’t exactly want to pretend to worship the emperor, you know? Like it’s a little bit creepy, when that’s an actual for real dude, but they don’t like it when – well, let’s face it, there’s a lot of things they don’t like.” Josh sits down next to you, then, back to the same wall you’re leaning against, head in his hands just like yours.
“Listen,” you say, and wet your lips, and try to get your tongue to obey you. You try sipping the water again, but it’s just as awful as it’s been, and you put it down. “Listen. I don’t know if I even can take you with me, and that’s leaving the timeline aside and all.” He’d have to sit in your lap and everything and who knows how far that’ll throw the math off, plus what if his arm, or worse, his head or something, fell into the timestream because he wasn’t all the way in the Faraday cage?
“Oh, please, the fucking timeline, there’s like sixteen of us and no one can tell us apart, you’re telling me you really think they’re going to miss one hippie more or less? I’m not native to the timeline like they are, either, I shouldn’t be here anyway, so if anything, you’ll be correcting an error. Stopping me from making waves and saving the whole motherfucking world, how’s that for continuity?” He smiles at you charmingly, like he expects you to pull out your phone again, like he expects sales numbers on that smile alone, and you wonder how anyone thinks he belongs in this time period with his radioactive pearly whites.
“I’d love to help,” you say, wishing you’d opened your eyes to see what was on the outside of the bars instead of breathing in time with your palms pressed flush against them trying not to lose your way to madness. “I can’t take you.”
“Look, I’ll pay the fines, right?” Josh pleads, and his fingers are gripped too tight around your elbow now as he leans into your space, his eyes filled with the kind of horrors he probably wasn’t too afraid to look at on his way here. “My uncle’s literally a timeline lawyer, he’ll make sure no one can press charges. What, what do you want? I’ll pay you back gas money, upgrade your ship, whatever you want. You want a TV show? My friend makes TV shows, she’ll make you one for free, I promise, ten thousand views guaranteed. You want a horse? I’ll give you a horse, just take me home.”
“I don’t want a horse,” you say, because that’s all you need. A whole extra human body’s going to be hard enough to drag through the fabric of the universe, how does anyone think you’d fit a horse in there? And what would you do with a horse if you had one? You’re pretty sure your apartment doesn’t allow horses anyway. Still, it’s a surprisingly compelling argument.
“Please,” he says, forehead resting against the cool brick of the shaded wall, as you notice he’s sweating in the sun. You might be sweating too, if you’ve gotten enough of that water down. Hard to tell with everything so blurry anyway. “Please,” he says, “I just want to go home.”
“I mean my machine can’t take you,” you say, and then roll the words over in your head. They aren’t quite right and you don’t want to sound rude, but you’ve got to explain to this guy there’s nothing doing. Nothing against him, and you mean no offense, but it’s just not going to work. “I mean it definitely can’t fit you, I don’t know whether it can take you. I don’t even know whether it can take me, yet.”
He pauses. Blinks long and slow enough that you can make it out even as you squint, and then Josh clears his throat. “Wait,” he says, finally looking you up and down, looking at your dirty, torn bedsheet that seemed like such a fun idea when you put it on. Looking at the phone still in your hand, scrutinizing it like the cracked case is going to tell him anything. “Wait,” Josh says, again, holding his breath, “what’s your name?”
You tell him. He introduced himself, after all, and it’s only polite, but he loses it when you tell him, fist into the wall so hard it had to have broken at least one of his fingers, and a litany of swears you recognize only by their cadence, not the words themselves. He give you one last forlorn glance, swears again, and hightails it away.
“Never mind. Never mind. Forget I said anything,” he says, and leaves.
You’re an atheist that used a time machine to prove Jesus Christ didn’t exists but instead you and him had a deep conversation in perfect English
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Mastering the Wasteland: A Guide to Strategic Domination in World War III: End of Days
The bombs have fallen. Civilization crumbles under the weight of its own folly. From the ashes rises a new battleground – the unforgiving wasteland of World War III: End of Days (WW3EOD). Here, amidst the dust and debris, you must rise as a commander, forge an empire, and crush your rivals. But this desolate landscape demands more than brute force; it demands strategic mastery. Here's your guide to navigating the complexities of wasteland warfare and carving your name into the post-apocalyptic history books.
The Lifeblood of Empire: Mastering Resource Management
The wasteland offers a harsh reality check. Forget overflowing stockpiles and lush farmlands. Essential resources like water, food, and raw materials are scarce, demanding strategic management. Here's how to ensure your empire thrives:
Prioritization is Key: Identify your army's needs and research priorities. Focus your resource production on building a powerful force while ensuring a steady supply for upgrades and base development. Utilize advanced structures like refineries and processing plants to maximize output. Don't neglect research – invest in technologies that enhance resource collection and production efficiency, making every drop count.
Securing Your Lifeline: Resource points scattered across the wasteland are your lifeline. Scout these locations strategically and claim them to secure a steady flow of resources. But remember, resources are finite. Be prepared to explore new locations as existing deposits deplete. And don't underestimate the importance of defense – establish a strong military presence to protect your resource gathering parties and transportation routes from opportunistic raiders and rival factions.
Adapting Your War Machine: Building an Army for the Wasteland
The scorched earth and twisted metal of the wasteland demand a different breed of soldier. Forget sleek tanks designed for open battlefields – here, adaptability is paramount. Here's how to build a war machine that thrives in this harsh environment:
Wasteland Warriors: Specialized units are crucial – Scavengers excel at gathering resources in irradiated areas, while radiation-resistant troops shrug off the dangers of toxic wastelands. Don't underestimate the power of modification – upgrade existing units with wasteland-specific technologies to enhance their performance and resilience.
Building a Balanced Force: No single unit conquers all. Create a diverse army composition that can counter various threats – raiders armed with makeshift weapons, mutated creatures with unnatural strength, and rival factions with their own specialized troops. Scout your enemies, analyze their strategies, and develop a flexible army composition that can adapt to any battlefield situation.
Unlocking Potential: Research and development is your key to unlocking new unit types and upgrades for existing troops. Prioritize research based on your strategic goals and resource availability. Invest in technologies that enhance your army's effectiveness in the harsh wasteland environment.
Mastering the Art of War: Tactical Prowess on the Battlefield
WW3EOD isn't just about brute force; it's about tactical brilliance. Here's how to outsmart your opponents and secure battlefield victories:
Formation and Positioning: Positioning is key. Place offensive units like tanks at the forefront, absorbing enemy fire while your support units like medics stay behind, providing healing and buffs. Flanking enemy formations allows you to exploit weaknesses and maximize firepower, overwhelming your opponents before they can react.
Using Abilities Strategically: Each unit type possesses unique strengths and abilities. A well-timed grenade toss can scatter enemy formations, while a defensive buff can turn the tide of battle. Learn to utilize these abilities effectively to gain a tactical advantage.
Adapting to the Battlefield: Knowledge is power. Scout enemy bases before launching attacks to understand their layout and defenses. Adjust your strategy based on the terrain and environmental hazards. Utilize weather patterns to your advantage – launch surprise attacks during a sandstorm to reduce enemy visibility, or unleash a devastating bombardment during a heavy downpour that hinders enemy movement.
Forging Alliances and Conquering Rivals: Diplomacy and Domination
The wasteland is a desolate place, but you don't have to face it alone. Factions of survivors have emerged, each vying for dominance. Here's where diplomacy and strategic alliances come into play:
Strength in Numbers: Alliances offer a significant advantage. Partner with other factions to share resources, coordinate powerful combined attacks on formidable enemies, and provide mutual defense against common threats. Evaluate potential allies based on their strengths, weaknesses, and strategic goals. Negotiate trade agreements and establish clear communication channels to ensure a smooth and mutually beneficial alliance.
The Power of Cooperation: Allied forces can launch devastating combined assaults against heavily fortified enemy positions. Coordinate your attacks, utilizing each faction's strengths to overwhelm your opponents.
The Other Side of the Coin: Expect the unexpected. Wasteland factions often resort to unconventional warfare tactics beyond traditional battles. Raiding parties might target your resource gathering operations,while rivals might employ guerilla attacks and sabotage to disrupt your base and hinder your progress.Develop counter-intelligence measures to identify and neutralize enemy spies. Invest in mobile defensive units to protect your resource gathering parties and establish patrol routes to deter raids.
The Long Game: Progression and Domination
Building a wasteland empire isn't an overnight endeavor. It's a marathon, not a sprint. Here's how to ensure your long-term success:
Upgrading Your Fortress: Constantly improve your base defenses. Invest in stronger walls, advanced defensive structures, and strategically placed traps to deter attackers. Don't neglect your resource production facilities – upgrade them to ensure a steady flow of materials to fuel your war machine.
Leveling Up Your Commander: As you progress, your commander gains valuable experience, unlocking new skills and passive bonuses for your army. Invest in upgrades that complement your chosen playstyle and enhance your overall effectiveness on the battlefield.
Participating in the Arena: Events and challenges offer exciting opportunities to test your skills and earn valuable rewards. These rewards can range from rare resources and blueprints for advanced units to exclusive cosmetic items to personalize your commander and troops.
Building a Community: The wasteland may be a lonely place, but you don't have to navigate it alone.Connect with other players, share strategies, learn from their experiences, and form a supportive community. You might even discover valuable allies who share your vision for wasteland domination.
Conclusion: A Commander's Legacy
Mastering strategy in WW3EOD is a multifaceted endeavor. It requires resource management, tactical prowess, building a formidable army, and adapting to the ever-changing landscape of the wasteland. But for the cunning commander, the rewards are immense. By following these guidelines, you can carve your name into the annals of post-apocalyptic history, forge a mighty empire from the ashes of the old world, and reign supreme in World War III: End of Days.
Dominate the Wasteland, Commander. Download World War III: End of Days Today!
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Tailoring Your Qatar Adventure: How a Travel Expert Can Enhance Your Experience
Traveling to a new destination is always an exciting prospect, but when it comes to a place as diverse and culturally rich as Qatar, the possibilities are endless. Whether you're drawn to the modern skyline of Doha, the serene landscapes of the desert, or the historic charm of Souq Waqif, planning the perfect itinerary can be a daunting task. This is where a travel expert can be your best ally, ensuring that your trip to Qatar is not just a vacation but an unforgettable experience tailored to your interests and budget.
The Expertise of a Travel Consultant
Qatar, with its blend of tradition and modernity, offers a plethora of experiences for every type of traveler. However, navigating through the myriad of options and planning a trip that aligns with your preferences requires in-depth knowledge and expertise. This is where a travel consultant comes in – a seasoned professional who can transform your vague ideas into a well-structured and fulfilling itinerary.
Personalized Itinerary Planning
One of the primary advantages of consulting a travel expert when planning your trip to Qatar is the personalized itinerary they can create for you. Rather than relying on generic travel guides, a travel consultant takes the time to understand your interests, preferences, and budget constraints. Whether you're a history buff, a nature enthusiast, or a luxury seeker, your expert can curate a tailor-made itinerary that aligns with your passions.
For instance, if you're fascinated by history and culture, your consultant may suggest a visit to the Museum of Islamic Art in Doha or a day trip to Al Zubarah, a UNESCO World Heritage Site that preserves the remnants of an ancient coastal town. On the other hand, if you're a nature lover, they might recommend a desert safari to experience the breathtaking landscapes of the Qatari desert.
Budget-Friendly Recommendations
Traveling on a budget doesn't mean compromising on the quality of your experience. A travel consultant can help you make the most of your resources by providing budget-friendly recommendations without compromising on the excitement of your journey. They have insights into affordable accommodation options, economical transportation, and cost-effective yet enriching activities.
Your expert can guide you to hidden gems that offer an authentic local experience without burning a hole in your pocket. Whether it's discovering local eateries serving delicious Qatari cuisine or participating in free cultural events, your consultant ensures that your budget aligns with your aspirations.
Unlocking Hidden Gems
Qatar is a land of hidden gems, and a travel expert can be the key to unlocking these treasures. While popular tourist attractions are undoubtedly worth a visit, there's something uniquely satisfying about discovering the lesser-known gems that may not be featured in mainstream travel guides.
Your travel consultant, armed with local knowledge and insider tips, can introduce you to off-the-beaten-path destinations that align with your interests. From quaint neighborhoods and artisan markets to local art galleries and serene beaches, these hidden gems provide a more intimate and authentic experience of Qatar.
Navigating Cultural Etiquette
Every destination has its own set of cultural nuances and etiquettes, and Qatar is no exception. Understanding and respecting local customs adds a layer of depth to your travel experience. A travel consultant can guide you through the cultural dos and don'ts, ensuring that you navigate the local customs with ease and respect.
For example, they can provide insights into appropriate dress codes, traditional greetings, and local customs, ensuring that you immerse yourself in the culture without unintentionally causing offense. This cultural awareness not only enhances your travel experience but also fosters a deeper connection with the local community.
Seamless Logistics
Planning a trip involves numerous logistical considerations, from booking flights and accommodation to arranging transportation and tours. Coordinating these elements can be time-consuming and overwhelming, especially if you're not familiar with the destination. A travel consultant streamlines these logistics, ensuring a seamless and stress-free travel experience.
Your expert can help you find the most convenient and cost-effective flights, recommend accommodation options that align with your preferences, and arrange transportation for your excursions. This level of support allows you to focus on enjoying your trip rather than dealing with the intricacies of travel planning.
Exclusive Access and VIP Treatment
Another perk of consulting a travel expert for your Qatar adventure is the potential for exclusive access and VIP treatment. Established travel consultants often have partnerships with local establishments, enabling them to secure special privileges and experiences for their clients.
Whether it's securing a table at a popular restaurant, gaining access to exclusive events, or enjoying a private guided tour of a museum, your travel consultant can elevate your experience by providing access to opportunities that may not be readily available to the general public.
Why Choose a Travel Expert for Qatar?
While the internet provides a wealth of information about Qatar, relying solely on online resources can be overwhelming and may not provide the depth of understanding needed to plan a truly immersive experience. Here are some compelling reasons why choosing a travel expert for your Qatar adventure is a game-changer:
Local Expertise:
A travel consultant with a focus on Qatar brings firsthand knowledge of the destination. They have experienced the attractions, sampled the cuisine, and engaged with the local culture, providing you with insights that go beyond what you can find in guidebooks.
Time Efficiency:
Planning a trip can be time-consuming, especially if you're juggling a busy schedule. A travel expert takes the burden off your shoulders, efficiently planning every aspect of your itinerary while you focus on other priorities.
Stress-Free Experience:
Traveling should be an enjoyable and stress-free experience. With a travel expert handling the details, from logistics to cultural insights, you can relax and savor every moment of your Qatar adventure.
Value for Money:
Contrary to common perception, consulting a travel expert doesn't necessarily incur additional costs. Their industry connections, knowledge, and ability to secure exclusive deals may even save you money in the long run.
Blog Source - QatarsTalk.com
In conclusion, if you're planning a trip to Qatar, partnering with a travel expert can transform your journey from ordinary to extraordinary. With their personalized approach, local knowledge, and ability to unlock hidden gems, a travel consultant ensures that your adventure in Qatar is not just a vacation but a curated experience that aligns perfectly with your interests and budget.
Blog Source - QatarsTalk.com
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